Tuesday, April 22, 2008

Ofcom Finds Kids "Sneaking Around Social Networking Sites"

From a recent Ofcom report, as reported by Bobbie Johnson at The Guardian, some unsurprising yet nonetheless somewhat troubling new findings about the number of kids that "sneak" around social networking sites aimed at teens and adults (and which prohibit children under 13/14 years). As Johnson writes:
Research into internet use has found that, among children with internet access, more than a quarter of eight to 11-year-olds claimed to have a profile page on a social networking website. This is despite nominal age restrictions aimed at preventing pre-teens from using such sites.

Although there are some networking sites aimed at children, most of those frequented by under-11s are targeted at teenagers and adult internet users. Since this could mean a significant number of Britain's 11.5 million children may be seeing inappropriate material, Ofcom said the findings caused concern.

"There are huge benefits to internet use, and we don't want to be too scared about the dangers," said Robin Blake, the head of media literacy at Ofcom.

"But parents who are allowing their children to go online without supervision need to recognise their children are potentially at risk."

Although social-networking sites such as MySpace and Facebook say their users should be over 13 or 14 years of age (depending on the site) to create accounts and participate in their sites, but rely on truthful self-reporting when it comes to the implementation of such age restrictions. Little is in place to ensure that children, while officially "banned" from the sites, aren't actually participating under the guise of an older user. With all the data that these sites tend to collect from users - connecting in-site information to larger Internet use patterns - you would think there would be a pretty easy way to red flag certain users/computers as potentially underage. Anyway, the article goes on to describe how the current "system" relies on parental monitoring, a method which is often less effective than society (and even parents) seems to think.
[The report] outlined a disparity between the perception of social networking among adults and children. While 65% of parents said they set rules for the way their children used social networking sites, only half of children said their families had laid down restrictions. A further 43% said their parents placed no limits on what they could use sites for.

Keep your eyes open for an upcoming new study by Rebekah Willett at the the London Knowledge Lab. She's been studying young people's use of social networking sites, risky behaviours and subversive play, and will provide some much needed insight into what these trends mean for (and within) kid and teen cultures.

Friday, April 18, 2008

Gamer Girls, Next Gen?

A couple of articles on girls and gaming have come out recently, providing some new stats/info into the mysterious worlds of girl (and woman) gamers. The first is an interview (conducted by Diego Vasquez for MediaLife Magazine) with Donna Hall, senior director of Solutions Research Group, a Toronto-based market research firm that recently published a study on Women and Digital Lifestyles. In addition to providing a lot of interesting information about women's use of DVRs, the study yields some juicy info about women and gaming. According to Hall (as cited in the MediaLife article),
Seventy percent of all women played a PC game in the last month. Consistent with the reasons for the appeal of PC gaming is the fact that handheld game units (e.g., Nintendo DS, Sony PSP) are very popular with women. Many take it with them for a commute or definitely when traveling.

I should point out that women are playing more console games also: 38 percent play console games, up from 35 percent one year ago. Among teen girls and young adults 12-24, 69 percent play console games. Gaming is a growing form of entertainment to be sure.

Overall, the most popular PC games with women are various versions of Solitaire, The Sims (which just hit the 100 million mark in units sold), Bejeweled, Mahjong and Pogo. But you do see some differences in the rankings based on demographic segment.

I make a lot of comments about gamer demographics being slanted somewhat by the inclusion of games like Solitaire and Mahjong, which we don't always think of as "digital games" and which tends to give people a bit of a warped perception about the state of the industry, etc. But it's definitely important to remember that although they don't get the same type of hype, coverage and analysis as best-selling (and male-oriented) console games like Grand Theft Auto IV, playing computer Solitaire is still engaging in a form of digital gaming, one that we should perhaps begin to consider a little more in our discussions...especially if we're trying to find out "where the girls are" in this expansive medium.

The second item of interest is an article by Gieson Cacho that recently appeared in the Contra Costa Times about the "games girls play". The article includes snippets of interviews with female gamers and a number of game industry types, and provides an informal overview some "girl games" that are both currently available and apparently selling quite well among a female gamer demographic. Cacho's list breaks down into two main genres:

- Games based on popular movies and TV shows, such as Disney's High School Musical and Hanna Montana games.

- "Simulator" games such as Ubisoft's Petz and Imagine game series.

According to the industry reps and market researchers cited in the article, this "new" generation of girl games are also making a dent in the marketplace. For example:
"Games in the Imagine lineup were hot sellers during the holiday season and continue to perform well beyond the holiday window," said Shara Hashemi, associate brand manager on Imagine, in an e-mail. According to the NPD Group, a company that tracks game sales, "In December 2007, the Imagine games became the fastest-growing new video game franchise on the Nintendo DS."

Meanwhile,
"High School Musical: Sing It" [has] shipped 3.8 million units worldwide and "Hannah Montana: Music Jam" cracked the top 20 in DS 2007 sales...

Just like Hall (above), Cacho links the emerging (at least in fiscal terms) girls' game market to recent innovations in gaming technology - more specifically to the Nintendo DS and Wii. For example, the tween and teen girls quoted in the article express high praise for games like Guitar Hero, which incorporate movement and multiplayer collaboration. And the industry has certainly noticed that a more intuitive interface is bringing in a broader segment of female players:
"The Wii and DS are a great fit for the demographic," [Jessica Oifer, director of marketing for Disney Interactive Studios] said. "The Wii is family-based and broader. The DS is biggest with the tween audience. If you talk to tweens, the Wii and DS are on top of tweens' interest list. You're seeing that more and more, more than you (saw)a few years ago."

The article ends with a comment that the "My Little Pony syndrome" suffered by previous attempts to create a girls game market won't fly with this new breed of girl gamers....who prefer games with "crossover appeal". Hmmmm...do Hanna Montana and Imagine: Figure Skater really have crossover appeal? I don't really see much of a difference between these games and the Mary-Kate and Ashley games of yesteryear. And it sounds like girl gamers today don't like games that stereotype them anymore than they did back in the 90s. The more things change, I suppose...

112 virtual worlds for kids

Via Gary Rusak over at KidScreen, some mind-blowing new findings about the current (and ongoing) explosion in child-oriented virtual worlds, courtesy of a new study published by Virtual Worlds Management. As Rusak writes,
The company has just released findings from a 12-month study dubbed Virtual Worlds Management's Youth World Analysis. The study in-full provides details on more than 100 worlds, of which 60 are currently live, with 52 in the conception, development or testing phases.

The general teen category (eight to 12 years old) dominates the category, with 65 worlds live or in development, followed closely by kids (seven and under) with 55 worlds live or in development.

Furthermore, the final count may actually be much higher, as the company grouped worlds owned by one company (such as Disney or Viacom) into a "single entity"...thinking about Viacom alone -- which owns Neopets, Nicktropolis, all the MTV sites, all the upcoming Nickelodeon sites -- 112 is sounding like a pretty conservative estimate. Wow!

For the full list of virtual worlds for kids (and what a list it is!), check out the press release here.

Tuesday, April 15, 2008

WoW Makes You Sleepy?

Another day, another study - this one showing a link between playing so-called "violent" videogames and feeling relaxed or even sleepy! Via (once again) Gamasutra, this recent study out of the UK -- led by psychologist Jane Barnett of Middlesex University, and presented at the British Psychological Society’s Annual Conference in Dublin -- had players (male and female) of various ages play popular MMOG World of Warcraft for two hours and then complete a questionnaire on anger/aggressive feelings. Sounds very familiar, albeit with different results/interpretations. As the Gamasutra article describes,
Although World Of WarCraft is most commonly noted for its addictive rather than violent nature the results of the test found that overall the test subjects were more likely to feel calm or tired after playing.

Barnett commented: “There were actually higher levels of relaxation before and after playing the game as opposed to experiencing anger but this did very much depend on personality type.”

“This will help us to develop am emotion and gaming questionnaire to help distinguish the type of gamer who is likely to transfer their online aggression into everyday life,” she added.

I've been playing WoW on and off for a couple of years now, and must say that it rates pretty low on the graphic violence meter - depending, of course, on how one defines "violent videogames" and what one decides to do as part of their gameplay. PvP (Player-vs-Player) servers, for example, can certainly be more frenetic and aggressive than gathering herbs for some NPC (non-playable character)-driven mission. Still, WoW is much more focused on exploration, character-building and camaraderie (not to mention accumulation of points and gold) than on the ultra-violence depicted in all those documentaries about violent videogames. I'm definitely not surprised that players felt relaxed or even sleepy after a couple of hours of gameplay - it's that kind of a game after all, especially in the beginning stages when you're just sorting it all out. I'd be interested to see at what point players get stressed out or frustrated by leveling plateaus and guild politics, but that's another matter altogether.

One thing that continues to frustrate me about these studies -- or perhaps rather it is how they are represented by industry/media/governments -- is how videogames are simply clumped together as one homogenous mass...a mass whose hyper-violent themes and imagery is often simply assumed (or, in the case of some of the industry coverage, ignored altogether). It certainly makes it easier to make sweeping claims such as "violent videogames make you sleepy," or angry, or desensitized...but the nuance, variety and diversity of the player experience is almost always lost in the mix. Anyway, I applaud Barnett for attempting to demonstrate that there is more to gaming than aggression, and I hope her ongoing work can produce a more nuanced discussion of gaming and (esp.) gamers.

Friday, April 11, 2008

NPD's New Gamer Stats

From Gamasutra, some coverage of NPD's newest report on gaming and gamers which (among other things) was the source of a much publicized stat that circulated the press earlier this month claiming that 72% of Americans play digital games. That's a lot of Srabulous! In all seriousness, though, the stat does refer to the number of Americans who report playing "online games", which does include a pretty large diversity of game forms, from World of Warcraft to BarbieGirls to Scrabulous and other mini-games. Even so, the report also shows that offline gaming is still more popular than online gaming, and that only a very small percentage of the population (2-3%) own multiple gaming consoles. Here's an excerpt from the Gamasutra article:
90 percent of online gamers said the PC was their platform of choice, compared to 19 percent for console and portable systems, and 3 percent for cell phones. Younger players make up a good percentage of online players, with 40 percent of online gamers between 2 and 17, with 18-24 year olds only making up 10 percent.

As for online console players, 50 percent were Xbox 360 gamers, who spent the most time per week playing online compared to PC and PS3 owners. Finally, NPD says only three percent of respondents said they owned two of the three next-gen consoles, and only 2 percent said they owned all three.

I'm particularly interested in the large percentage of kids and teens who play online games...but really wish that they would separate the stats for kids, on the one hand, and teens, on the other. Still, as with all the NPD reports, these findings are good stuff to know, and a nice antidote to all the "hype" about wireless and next-gen platforms.

Tinker Bell Hits the Small Screen

Via Cynopsis Kids! April 10th edition, more Pixie Hollow/Tinkerbell news, this time around Disney's cross-media plans for the burgeoning brand. As part of Disney/Pixar's recent announcement that it will be releasing 10 new animated feature films between now and 2012, the company unveiled plans for four direct-to-DVD films (to be produced by the DisneyToon Studios division) based on the Disney Fairies franchise:

- Tinker Bell (direct-to-DVD on October 28)
- Tinker Bell North of Never Land (working title) (on DVD sometime in 2009)
- Tinker Bell a Midsummer Storm (working title) (on DVD sometime in 2010)
- Tinker Bell A Winter Story (working title) (on DVD sometime in 2011)

So, one a year for the next four years. Wow. Seeing that Disney is already raking in $800 million / year from the Fairies franchise -- based almost solely on what branding it's been able to generate through a website and a book series -- this sounds like quite the potential cash cow for the kids' media giant. With a whole lot more transmedia integration (and promotion), brand expansion, and commercialization of little girls' culture through the endless licensing and spin-offs to come, as Disney attempts to reproduce the enormous success of its Disney Princesses strategy of a few years ago. Speaking of which, here are some oldies but goodies that might help to understand what's going on here:

- What's Wrong With Cinderella? by Peggy Orenstein

- Disney Reaches into the Crib to Extend Princess Magic by Melissa Marr

- Fairies to Capture Princess Magic by Jill Goldsmith

Wednesday, April 09, 2008

Sprockets Hits Toronto

This past weekend saw the opening of the 11th annual Sprockets Festival, Toronto's International Film Festival for Children. Featuring children's movies from Canada and around the world (this year's festival includes submissions from over 26 countries), Sprockets aims to provide children and youth with "the opportunity to learn about film and cultural perspectives from around the world. Through the power of film, Sprockets is helping to transform the way children and youth see the world." It also, as Susan Walker of The Star writes, provides a venue for children's films "that would never make it to air or into a commercial cinema in puritanical, censorious North America. Not politically correct, too frank." Included on the roster are a number of feature films, short films and television shows that defy the conventionally low standards for children's media production which currently (and unfortunately) dominate in Canada and the US. The festival also includes a a showcase (the Jump Cuts Young Filmmakers Showcase) for short films made BY children and youth, featuring works created by students from grades 3 to 12. And to accommodate different reading levels, subtitles are read out loud by a trained reader at most screenings of non-English productions. While I'm utterly confused about how that would work, I'm really impressed by their inclusive approach. Also - excellent way to introduce/normalize watching "foreign" films to youngsters.

According to Walker, last year's festival attracted an audience of over 25,000!, and the festival organizers expect an even bigger turn out at this year's events. Sprockets runs from April 12-18, 2008. If you can't make it this year, check out their site for their year-round schedule of events, learning opps. and activities.

Tuesday, April 08, 2008

And the beat goes on...

More virtual worlds announcements from our friends at Neopets and Nickelodeon. As reported by Jonathan Webdale at C21 Media.Net, Nickelodeon is set to launch a series of tie-in worlds that will link back to its popular Nicktropolis MMOG, including one based entirely around SpongeBob Squarepants, one based on Monkeys (Monkey World?), and possibly an MMORPG version of Neopets (tentatively called World of Neopia). Meanwhile, as Webdale writes and as readers of Gamine Expedition are already well aware, Disney plans to launch a series of 3-D virtual worlds/MMOGs based around Cars (Radiator Springs), Disney's Fairies (Pixie Hollow), and Toy Story...branded virtual worlds which will compete with (or perhaps "synergize" with) Disney's existing MMOGs Toontown, Club Penguin and Pirates of the Caribbean Online. In terms of news that's new to us, Webdale reports that a new player will soon be joining the race to monopolize kids' online time (and $$):
Digital PlaySpace, a company set up by former Mattel software producer Jesyca Durchin, has secured an undisclosed amount of seed funding from Indie Media subsidiary Virtual Indie. The funding will be used to launch the company's first project – a virtual play experience for girls aged 8-12.

And the virtual worlds explosion continues...at least until the bubble bursts and the industries turn to other things. Then again, I also came across this today:
Announcing the Journal of Virtual Worlds Research
The Journal of Virtual Worlds Research is a online, open access, peer-reviewed, transdisciplinary, academic journal, which engages established and emerging scholars from anywhere in the world. Web site: http://jvwr.org

Statement of Purpose and Open Call for Papers
We would like to take this opportunity to invite collaborators, reviewers and contributors to participate in the development of the Journal of Virtual Worlds Research. We are thrilled to announce our first open call for papers. We will accept essays, papers, original research, interactive online exhibits with accompanying detailed descriptions, and other forms of scholarship on a wide range of topics on an on-going basis.

Open Calls for Papers:
1st edition’s theme: “Virtual Worlds Research: Past, Present & Future” Due date: June 1, 2008

2nd edition’s theme: “Social identity and Consumer Behavior in Virtual Worlds” Due date: August 15, 2008

3rd edition’s theme: “Cultures of Virtual Worlds” Due date: September 30, 2008

4th edition’s theme: “Pedagogy, Education and Innovation in Virtual Worlds” Due December 15, 2008

Check out the full CFP and statement of purpose here.

Meanwhile, I should have some comments and tidbits from last week's CCFC Summit up soon, as well as some more findings from my kids and mobile devices study, which I am currently doing the write up for...among other things. My internet access will be limited for the next couple of weeks, so please continue to bear with me - Gamine Expedition will be back to its regular update frequency by the end of the month, as I get re-settled in for a semester of writing and research back in my own home!!!

Thursday, April 03, 2008

CCFC Summit 2008, plus Morgan Spurlock

I just arrived in Boston this afternoon, where I'm attending and presenting at the CCFC’s 6th Annual Summit, Consuming Kids: The Sexualization of Children and Other Commercial Calamities. The bulk of the summit will take place tomorrow and Saturday at Wheelock College, but tonight we had our opening reception with Morgan Spurlock (director of Supersize Me and 30 Days), who was awarded this year's Fred Rogers Integrity Award. Very cool. Spurlock was friendly and very approachable, and gave a great acceptance speech that doubled as a bit of a preliminary opening address for the summit. And the actual award they gave him was pretty much the bomb.

Here's the schedule for the next couple of days:
Friday ~ April 4

8:30-9:00 Registration ~ Ground Lobby
Continental Breakfast ~ Upper Rotunda

9:00-9:05 Consuming Kids: The Commercialization of Childhood Media Education Foundation

9:05-9:10 Welcoming Remarks Alvin F. Poussaint

9:10-9:25 Reflections Susan Linn

9:30-10:30 Plenary Session 1
So Sexy So Soon: The New Sexualized Childhood
Diane Levin, Jean Kilbourne

10:45-12:00 Breakout Session A
The Case for Make-Believe: Saving Play in a Commercialized World
Susan Linn, Director, Campaign for a Commercial-Free Childhood
Joan Almon, Alliance for Childhood

Media Literacy for the New World Order and Adolescent Girls Learn About the Importance of Being “Hot:” The Role of Dress, Media and Peers
Susan Owusu, YWCA Boston
Jessica Greenstone, Tufts University

Private Enterprise in Public Schools: Communicating School Commercialization
Gary Brunk, Kansas Action for Children
Lynn Davey, Frameworks Institute

The Well-Being of Children Deserves the Best Science Available
Brandy King, Center on Media and Child Health

Using the Power of Media for Positive Change
Amy Jussel, Shaping Youth
Alice Aspen March, The Attention Factor

12:00-1:00 Buffet Lunch ~ Upper Rotunda
Informal networking groups including:
Commercialization of Children: The Role of Belief Communities with Mary L Rothschild, Director of Healthy Media Choices Quaker and Rabbi Anne Ebersman of Abraham Heschel School

Blogging for Change with Lisa "the Corporate Babysitter" Ray and others

1:05-1:30 Plenary Session 2
Buy, Buy Baby: How the Marketing Industry Brands Infants and Toddlers
Susan Gregory Thomas, author Buy, Buy, Baby

1:35-2:25 Plenary Session 3
Branding Children's Play: Mapping the Commercial Convergence of Media, Toys and Gaming in Virtual Worlds for Kids
Sara Grimes, Simon Fraser University

Video Games: Playing with Sex and Death
Michael Brody, American Academy of Child and Adolescent Psychiatry

2:45-4:00 Breakout Session B
Towards Greater Health, Wealth and Wisdom: How to Have Fun, Kick (Corporate) Butts and Take Names with 21st Century ACME-Style Media Education
Rob Williams, Action Coalition for Media Educators

Who Stole the Sexual Revolution? Kids, Marketing and the Politics of Sex
Carl Bybee and Debra Merskin, University of Oregon

How to Teach Youth about their Consumer Culture
Tim Kasser, Knox College, author, the High Price of Materialism
Velma LaPoint, Howard University
Garland Waller, Boston University
Tim Rairdon, Knox College

The Wondershop: Nurturing Creative Thinkers in a Commercial World
Ginger Carlson, author, Child of Wonder

“Come In and Play!”: How Social Networks Exploit Young Children
Richard Freed, child/adolescent psychologist, private practice

Airwaves & Activism
Lynn Ziegler, author, Spongeheadz: U & Media

4:05-4:10 Welcome from Wheelock President Jackie Jenkins-Scott

4:10-4:35 Plenary Session 4

Hyper-Consumerism and Ecological Crisis
Juliet Schor, author, Born to Buy

4:35-5:00 Plenary Session 5
Come on People: African Americans and Toxic Marketing
Alvin F. Poussaint

7:30 Only Children: A Concert Reading and Roundtable: Sex Sells. Who's Buying?
The performance will be followed by an interactive roundtable discussion involving the playwrights, CCFC's Enola Aird and Diane Levin, Sophie Godley of Aids Action Committee and other experts. A reception hosted by Wheelock College will follow.


9:00 Reception ~ Upper Rotunda


Saturday ~ April 5

9:00-9:10 Welcoming Remarks Susan and Audrey Duck

9:15-10:05 Plenary Session 6

So You Thought Child Pornography was Illegal: How the Porn Industry Sexualizes Children and Encourages Child Sexual Abuse.
Gail Dines, co-author, Pornography: The Production and Consumption of Inequality

The Impact of Pseudo-Sexualization on Boys, and Why Men Need to Challenge It
Joe Kelly, author, Dads and Daughters

10:10-11:00 Plenary Session 7
The Failure of Self-regulation, from Big Alcohol to Big Food
Michele Simon, The Marin Institute; author, Appetite for Profit

Transforming the U.S. Media: Commercial-Free at Last
Allen Kanner, co-editor, Psychology and Consumer Culture

11:20-12:35 Breakout Session C
Media Violence as a Form of Child Abuse: How Schools Can Protect Children Against it With Success
Jacques Brodeur EDUPAX

The Impact of Sexualization on Classroom Culture, Teaching and Learning...and What to Do about It
Diane Levin, coauthor, So Sexy So Soon

Children, Digital Environments, and the Law: Moving Forward to Protect Public Health
Jason Smith & Robert J. L. Moore, Public Health Advocacy Institute

Capitalism on the Couch: A Psychological Analysis of Economic Systems and Their Impact on Children
Allen Kanner, co-editor, Psychology and Consumer Culture
Tim Kasser, author, the High Price of Materialism

The Importance of Educating Parents on Kids’ 24/7 Media Lives
Laura Martinez, Common Sense Media

12:40-1:45 Buffet Lunch ~ Upper Rotunda
Informal networking groups including
Media Literacy Educators

Conference Attendees Working on Issues Related to the Sexualization of Children

Corporate America and Youth Marketing: Encouraging Change through Socially Responsible Investing and Other Strategies with Reed Montague, Calvert Group and Josh Golin, CCFC

1:50-2:40 Plenary Session 8
Capitalism, Commercialism, and Children's well-being: Empirical Analyses Across Wealthy Nations
Tim Kasser, author, the High Price of Materialism

Corporate Sleaze and Community Complacency - Waking up Australia!
Julie Gale, Kids Free 2 B Kids(Australia)

2:45-3:35 Plenary Session 9
Consumer Culture and the Obstacles Parents Face
Nancy Carlsson-Paige, author, Taking Back Childhood

Lifting Our Sights and Our Spirits: Confronting the Commodification of Children
Enola Aird, Activist Mother

3:40-3:55 Reclaiming Childhood from Corporate Marketers Josh Golin

4:-00-5:00 Book signing and reception

Thursday, March 27, 2008

Kids Mobile Play: Nick Goes Mobile

By way of David Kaplan, over at MocoNews, another spat of new developments over at Nickelodeon....this time in the area of mobile content. The company plans on launching three new mobile websites, which will tie-in with existing Nickelodeon branded content. Each site will be targeted toward a different demo - one for kids, one for teens and one for parents. Kaplan thinks that a heavier emphasis will be placed on the sites/properties aimed at teens and adults, as they represent the bulk of existing cell phone users, but I suspect that the kids market will be targeted quite aggressively. The children's industries have been trying to establish a kids' mobile market in North America for a couple of years now, and Nickelodeon has been particularly successful in using cross-media convergence strategies to continuously devise new ways to infiltrate kids' lives.

Kaplan further provides a summary of an interview he conducted with Viacom's Steve Youngwood, who described Nickelodeon's mobile strategy in terms of a "multi-pronged approach", although it's not immediately evident how their site will differ from the plethora of kid-oriented cross-media brands currently spreading through the kids' digital media culture. The mobile website (in beta since late 2007), "represents the juncture of the group’s gaming and mobile focus." As Kaplan describes, the Nickelodeon WAP site will initially contain around 25 casual games, with more on the way. The company is planning to use a (*gasp*) ad-based revenue model. On this, Youngwood assures us that “Because of the sensitives associated with kids and advertising, we try to be proactively responsible by clearly identifying what is and isn’t an ad. This is all part of a continuous dialogue with our users and their parents”. We'll see.

You can read more of Kaplan's interview with Youngwood over at PaidContent.org, and find out more about Nickelodeon's emerging mobile properties here. I've been amassing a ton of info about kids and mobiles over the past two months, and will be posting a lot more on this topic in the very near future.

Friday, March 14, 2008

Check Out: AdAge's Kids Upfront 2008

The current edition of Advertising Age Online includes a nice assortment of US kids' media and marketing related articles, compiled together in a special feature called Kids Up Front 2008. I highly recommend reading these before they pass into archive, at which point a subcription is required (though affordable on a pay-per basis). Not only does AdAge have access to information the public does not (they commission and conduct a lot of proprietary research that sometimes then becomes available for purchase at exorbitant industry prices, and other times remains within AdAge's privilege to report), and hence is an excellent resource for free and cutting edge insider information that is not always available elsewhere. And I must say that for an industry publication, they include a (pleasantly) surprising number of critical articles, lots of analysis, and generally try to achieve a level of reflexivity that is otherwise sorely lacking within ad/marketing industry discourses. Of particular interest are a series of articles penned by Andrew Hampp, including this one on the kids' $1 Billion television industry, one co-authored with Emily York describing a surprising increase in food advertising spending despite the ongoing child obesity controversy (and self-regulatory commitments of the US food and beverage industries), an overview of Nickelodeon and all the money it's making through online (adver)games, and an exploration of PBS Sprout's decision to target parents instead of kids. It also includes some handy stats supplied by ComScore Media Matrix:

Monday, March 10, 2008

Virtual-to-Real World Play

March 11, 2008: Big oops! So, yesterday I mistakenly posted the article that I was trying to link to instead of posting my own write-up, an error I didn't notice until just now. Yikes! That original post was written by Virtual Worlds News, a great source for gaming news and for keeping track of the evolution of the virtual worlds industry. So, here's take two on Virtual-to-Real World Play.

******
By way of Virtual Worlds News, some nice liveblogging coverage of last month's Worlds in Motion Summit. The Summit itself included a number of fascinating talks from some of the world's leading game producers and designers, who discussed everything from advergames and virtual markets in Habbo Hotel, to content and technological convergence within various game environments. Of particular interest was a talk given by MindCandy's Michael Acton Smith on "Thinking Outside Virtual Worlds" and the company's newest game/toy/project Moshi Monsters -- a new virtual-to-real world kids' property that I first reported on in December, and set to launch sometime over the next couple of weeks. Like many of its contemporaries, Moshi Monsters bridges different forms of mediated play, using a "virtual pet" as the anchor. What I find unique about this project, is that the brand is incorporating mobile devices from the get-go, resulting in a property that (according to Virtual Worlds News) Acton Smith describes as "Tamagotchi mixed with Facebook and a little bit of Big Brain thrown in."

Commenting on the success of Webkinz, which although impressive still lags behind traditional toys such as Beanie Babies, Smith had this to say:
"So why, as a game designer, should we care? Why should we bother thinking beyond the screen?" Smith posited. One reason is that toy tie-ins are not only an additional revenue source, but they allow for a deeper connection with the users.

To which he added (according to VWN):
"I believe there’s still a huge amount of opportunity left in this space,” said Smith.

Game designers, though, need to start thinking “beyond the screen.” The revenue stream has too much potential not to. “More importantly,” said Smith, “it allows consumers to connect to our worlds and create more engagement and, hopefully, more fun.”

What makes online pets different from earlier, non-digital versions is, Acton Smith believes, their high levels of interactivity:
Setting online pets apart from Furbies...is the ease of interaction. From Webkinz to MyePets to Moshi Monsters, interaction is key. MindCandy, for example, is adding widgets aimed at its older audience to tie their pet experience to Facebook or Bebo. Once users add friends, the creatures will socialize even when the users are offline, generating a Facebook-style newsfeed to track activity.

For the younger audience, MindCandy is adding "stealth education” with changing vocabularies and puzzles tied to the in-game currency of “rocks,” with monsters adding new puzzles for their owners every day.

In terms of the larger industry trends, here's a quick run-down of what Acton Smith and Virtual Worlds News had to say about the key players in this area and where they've focused their virtual-to-real play efforts [****Note, this list is great, but incomplete - I can already think of a few that are missing, and will work on providing a more comprehensive list as soon as I get a chance****]:

- Webkinz: The plush toys for starters, as well as figurines, lip gloss, and other licensed products to monetize the interest in the brand.

- BarbieGirls.com and Be-Bratz: Are targeting older. Toys and accessories already available, more to follow.

- Collectible cards: A number of properties are expanding this way, including Bella Sara, Chaotic, Maple Story, and World of Warcraft.

- Virtual Paper Dolls and IRL (Fashion) Design: Moo.com (with Habbo), Stardoll, Zazzle, and FigurePrints.com all provide different tools that allow users to bring virtual fashions into the real world: by printing avatars on a T-shirt, or designing avatar clothes that can then be made IRL for the player, designing your own avatar-based figurine, etc.

- TestTubeAliens.com: Toy that detects screen patterns when held up to the computer screen, changing the mood of the "test tube alien" inside.

- UbFunKeys: Similar to Webkinz, but with plastic figurines instead of plush toys.

- Tamagotchi: Relaunched and updated to include an online world.

- Me2: According to VWN "A motion sensor that records your physical activity and then points to your virtual character at home, potentially promoting activity away from the sedentary lifestyle."

- iBuddy or Ambient Devices’ gadgets: Which "interface with your computer or environment to provide you more information, creating more of an augmented reality than a straight up virtual world, but creating possibilities, said Smith, for giving feedback to users away from their avatars."

To this we could add Neopets, which has long had its own line of plush toys, interactive figurines, collectible cards and console tie-in games...as well as Barbie i-Design and a slew of others...

...Including many of the properties represented in the last panel of the summit, which was (appropriately enough) entitled "Striking Gold: How Kids’ Worlds Took the Crown". The panel (moderated by game journalist Leigh Alexander) brought together a nunmber of heavy hitters within the kids' digital play landscape, including Paul Yanover (of Disney Online), Lane Marrifield (co-founder of Club Penguin), Jason Root (Senior VP of Nick.com & NickatNite.com) and Kyra Reppen (Senior VP of Neopets). Again, this is primarily a summary of first-hand coverage (to which I will add comments at a later date or incorporate into something else), this time provided by the Worlds in Motion blog, which I've divided up into the key questions/themes that appear (from reading the coverage at least) to have driven the discussion.

On the question of how each company initially decided to focus on the kids' market:
Paul Yanover (Disney): "[S]tarted off from "[the] revisionist side of things." In the 90's, Disney Imagineers began experimenting with virtual reality and “though that didn’t really pan out, that team built great tech and art” eventually those ideas became Toontown."

Lane Marrifield (Club Penguin): ""We didn’t have an identity to start with, other than we had kids." He discussed looking at what was available for kids, what they liked, what they didn’t." [We] map every decision we make around the experience of six year olds, well, my six year old really."

Jason Root (Nickelodeon): They "Saw patterns on how kids were using our site, and the web at large.” 84% of kids are playing games online. “We wanted to evolve into a ‘place’, we wanted to bring those things together” with focus on mixing branded and non-branded content.

Kyra Reppen (Neopets): "[T]here is a "[natural] emotional connection with pets." Their virtual world "just started out being fun, but it's endless how much can be done with it."

On how player loyalty is maintained, as well as how player feedback and input is used:
Kyra Reppen (Neopets): “It’s about listening to the users...we get 30,000 new accounts every day... we need to cater to them, but we also need to take care of the old users who’ve been there for over four years. They have different needs, they’re the experts. So listening to them, making new content every day, keeping them engaged is important. It’s up to us to keep them.”

Paul Yanover: "It’s all about participation, it’s about listening. It’s something they have to have ownership of. We don’t want to project something at them, they need that ownership.”

Jason Root: "For user generated content and professionally created content, it’s about balancing those. Some kids want more of one than the other, but we have to find that balance."

Lane Marrifield: “It [was] a whole different gig. The purist nature of creating something for kids helped set us in the right kind of decision making.... all we hoped [for] was it liked enough that we could build a sustainable business model. We just hired our first marketing person!”

On safety as a key feature (and selling feature):
Lane Marrifield: “We have over 120 people dedicated to the safety of Club Penguin. We don’t mess around with that. We knew that if we were going to build the trust of the parents, there was no margin for error there. Only one incident and it would’ve been over.”

As the Worlds in Motion coverage describes, "The company’s safety program was thorough enough that they were invited to an F.B.I conference on safety to give a talk. "We’re more focused on that then we are on the gaming community.""

On balancing play with profits:
Jason Root: [T]he difficulty lays in, "figuring out how stay true to the audience and [at the same time] how to make a viable business plan... feeding these sites, they need to be tended to."

Kyran Reppen: "It’s hard to get the payment mechanisms in [kids’] hands.” Which, according to the Worlds in Motion article, "is why pre-paid cards for online services have been a boon for them as well as others."

On how to keep kids playing the games as they grow older.
Kyran Reppen: "This generation of kids are growing up with virtual worlds as their play pattern. They’re going to grow up demanding new kinds of play patterns... I can only speak for what Neopets has done, and it speaks to constant innovation."

Lane Marrifield: "Frankly, that's part of the fun. It's not just about building it, it's about sustaining it. It needs to be a labor of love. Kids will smell a disingenuous product from a million miles away... you got to truly care about kids."

Thursday, March 06, 2008

New Book Alert: The International Handbook of Children, Media and Culture

An exciting new publication to report on today, co-edited by my supervisor here at the LSE, Sonia Livingstone - in collaboration with Kirsten Drotner - called The International Handbook of Children, Media and Culture. The collection is a sort of response or follow-up to Singer and Singer's Handbook of Children and the Media, by providing both a more international focus, as well as a broader and more up-to-date overview of the various media forms and technologies that inhabit children's culture. It includes chapters by a number of high-profile children's media scholars, including David Buckingham, Mimi Ito and Dafna Lemish, as well as some of my favourite scholars from related disciplines such as toy studies (Dan Fleming), political economy of communication (Janet Wasko), and communication rights research (Cees Hamelink). Here's a copy of the abstract:
This essential volume brings together the work of internationally-renowned researchers, each experts in their field, in order to capture the diversity of children and young people's media cultures around the world. Why are the media such a crucial part of children's daily lives? Are they becoming more important, more influential, and in what ways? Or does a historical perspective reveal how past media have long framed children's cultural horizons or, perhaps, how families - however constituted - have long shaped the ways children relate to media?In addressing such questions, the contributors present detailed empirical cases to uncover how children weave together diverse forms and technologies to create a rich symbolic tapestry which, in turn, shapes their social relationships. At the same time, many concerns - even public panics - arise regarding children's engagement with media, leading the contributors also to inquire into the risky or problematic aspects of today's highly mediated world.

Deliberately selected to represent as many parts of the globe as possible, and with a commitment to recognizing both the similarities and differences in children and young people's lives - from China to Denmark, from Canada to India, and from Japan to Iceland, the authors offer a rich contextualization of children's engagement with their particular media and communication environment, while also pursuing cross-cutting themes in terms of comparative and global trends.Each chapter provides a clear orientation for new readers to the main debates and core issues addressed, combined with a depth of analysis and argumentation to stimulate the thinking of advanced students and established scholars. Since children and young people are a focus of study across different disciplines, the volume is thoroughly multi-disciplinary. Yet since children and young people are all too easily neglected by these same disciplines, this volume hopes to accord their interests and concerns they surely merit.

Really looking forward to reading this one!

CARU and MPAA Partnership

Via KidAdLaw and Cynopsis! Kids, news that the Children's Advertising Review Unit (CARU) has entered into a referral agreement with the Motion Picture Association of America (MPAA), in order to better enforce MPAA ad guidelines. According to the news coverage:
Under the agreement, the MPAA will participate in reviewing complaints, received by CARU, concerning placement of ads for PG-13 rated movies during TV programming targeted to specifically to kids under 12 that it cannot resolve. Once referred by CARU for review, the MPAA Advertising Administration will to determine whether the film is appropriate for advertising to kids. This is a role that CARU previously took on and then referred on to the Federal Trade Commission. The issue centers primarily around movies that are rated PG-13. According to MPAA Advertising guidelines, PG-13 films with certain content may only be advertised to particular audiences, and the Advertising Administration works with film companies in targeting ads appropriately.

More coverage and some comments to follow later on today/tomorrow. In the meantime, check out KidAdLaw's coverage here.

Wednesday, March 05, 2008

Media International Australia: Beyond Broadcasting Now Available

The newest issue of Media International Australia is now out (though available only with subscription, I'm afraid), and provides a collection of articles exploring the special issue theme "Beyond Broadcasting? TV for the Twenty-First Century". Edited by Graham Meikle and Sherman Young (and including a new article by yours truly), the theme articles deal with a variety of issues - policy, cultural, political - currently taking center stage, as television moves away from traditional models and into new practices, technologies and formats. A number of general articles are also included in the issue - of special interest to kids' media researchers is the article by Geoff Lealand and Ruth Zanker describing findings of a recent study of New Zealand children's "media worlds". My own contribution to the issue addresses the shift toward and use of MMOGs by children's television networks, the product of a preliminary study into kids' media convergence I conducted last spring, which I also presented at a couple of conferences in October (UDC and aoir 8.0). Here's the abstract (which might already be somewhat familiar to regular Gamine Expedition readers):
This paper traces the migration of North American children’s television into the realm of massively multiplayer online games (MMOGs), and the issues this raises in terms of the commercialisation of children’s (digital) play. Through a content analysis of three television-themed MMOGs targeted to children, Nickelodeon’s Nicktropolis, Cartoon Network’s Big Fat Awesome House Party and Corus Entertainment’s GalaXseeds, I examine how this new development within children’s online culture operates in relation to existing industry practices of cross-media integration and promotion. Dominant trends identified in the content analysis are compared with emerging conventions within the MMOG genre, which is generally found to contain numerous opportunities for player creativity and collaboration. Within the cases examined, however, many of these opportunities have been omitted and ultimately replaced by promotional features. I conclude that all three case studies operate primarily as large-scale advergames, promoting transmedia intertextuality and third-party advertiser interests.


Enjoy!

Tuesday, March 04, 2008

CFP: Digitel 2008

Via the AIR-L mailing list, a CFP that may be of interest to some of you:

2nd IEEE International Conference on Digital Games and Intelligent Toys Based Education (DIGITEL 2008)

November 17-19, 2008, Banff, Canada
http://www.ask4research.info/digitel/2008/

** Sponsored by IEEE Technical Committee on Learning Technology

The Conference Proceedings will be published by the IEEE Computer Society Press.

** Important dates:
Submissions due: May 30, 2008
Decision notification: August 1, 2008
Final articles due: September 12, 2008
Conference: November 17-19, 2008

There is a rapidly growing interest in exploring design and technology of digital games and intelligent toys for learning. While digital games, especially online games, exploit advanced multimedia and Internet technology, intelligent toys embedded with chips and sensors utilize wireless, mobile, and ubiquitous computing technologies. Digital games and intelligent toys are potential new genres of advanced learning technology.

The gaming strategies and toy design that incorporate both individual and social activities will offer a significant opportunity for researchers to investigate the long-running research issues of technology enhanced learning such as attention, motivation, and emotion. It will not be a surprise that in the distant future when this emerging research is proved to be fruitful, most technology enhanced learning will incorporate some elements of digital games. Despite the surging interest in this emerging research, there are plenty challenging research issues to be investigated. For example, can one really learn meaningfully and deeply from games? Will there be new theories that explain phenomena of learning with fun? What constitute game pedagogies? How this genre of technology enhanced learning can be adopted to formal and informal learning settings? What are the possible dark sides of game and toyed education and how to prevent them? DIGITEL 2008 provides a forum for researchers various disciplines and practitioners to share and exchange of this emerging research area.

We invite submission of papers reporting original academic or industrial research on the issues related to digital games and toyes based education. Complete papers will be required for review process; only abstracts will not be sufficient. All authors of accepted submissions will be required to complete IEEE Copyright Form. Authors of selected papers will be invited to submit extended versions for a Special Issue of a reputed journal.

** Submissions
Submissions are invited in following categories:
Full papers: 8 pages
Short papers: 5 pages
Posters: 3 pages
Workshop proposals: 2 pages
Panel proposals: 2 pages
Interactive sessions: 3 pages

** For more details, please see the website:
http://www.ask4research.info/digitel/2008/

* Conference Chair:
Margaret Haughey, Athabasca University, Canada

* Program Chair:
Michael Eisenberg, University of Colorado, Boulder, USA

* Local Chair:
Maiga Chang, Athabasca University, Canada

* General Chair:
Kinshuk, Athabasca University, Canada

* General Co-Chair:
Tak-Wai Chan, National Central University, Taiwan

* Organization Chair:
Rory McGreal, Athabasca University, Canada

* Local Administrator:
Jill Calliou, Athabasca University, Canada

* Finance Chair:
Rebecca Heartt, Athabasca University, Canada

** For queries, please contact:

Kinshuk (kinshuk at ieee.org)
Jill Calliou (jillc at athabascau.ca)

Wednesday, February 27, 2008

Kids, Materialism and Well-Being

Yesterday, the UK Children's Society released the most recent installment of their 6-part review of the current state of childhood in the UK, The Good Childhood Inquiry. Focusing on Lifestyle, the report examines various issues relating to "lifestyle," such as consumerism and materialism. Previous installments have examined Friends (which I posted about last summer), Family, and Learning. As reported by AFP (as well as by the BBC News, children "feel under pressure to own the latest designer clothes and computer games," while adults believe that the commercialisation of childhood is damaging the kids' well-being. From the AFP coverage:
Professor of child psychology Philip Graham -- who is leading the inquiry's lifestyle theme -- believes that commercial pressures may have "worrying psychological effects" on children.

"One factor that may be leading to rising mental health problems is the increasing degree to which children and young people are preoccupied with possessions; the latest in fashionable clothes and electronic equipment.

"Evidence both from the United States and from the UK suggests that those most influenced by commercial pressures also show higher rates of mental health problems," he said.

Commenting on the results of the poll, chief executive of the Childrens Society Bob Reitemeier said: "As adults we have to take responsibility for the current level of marketing to children. To accuse children of being materialistic in such a culture is a cop out.

"Unless we question our own behaviour as a society we risk creating a generation who are left unfulfilled through chasing unattainable lifestyles."

Key findings from the report itself include:

* That approx. 60% of adults aged 16 years and over agree with the statement:"children and young people’s self esteem is damaged by the negative portrayal of their age group in the media" (25% disagreed)

* Approx. 90% agree that: "children nowadays are more materialistic than past generations."

* Very few adults (only 3%) think that children should not spend any time at all ion computers or watching television. The majority think that between 1-3 hours a day is an appropraite amount of time for kids to spend with the media (and as the report specifies, "Younger respondents (aged 16-17) were more liberal, and were more likely to think longer hours were acceptable").

* Approx. 80% disagree with the statement that: "children aged 12 should be free to spend their money on whatever they want." (Although again, younger respondent were more inclined to agree).

* Approx. 70% agree that: "violent video games make children more aggressive" (only abour 20% disagree).

* An "overwhelming majority" of around 90% agree that "advertising to children at Christmas put pressure on parents to spend more than they can afford." (Interestingly, parents were less inclined to agree with this statement).

For more info, you can also read an article written by Bob Reitemeier, Chief Executive of The Children’s Society, in today's Telegraph, or check out the full report here. The inquiry will continue over the coming year, examining the two remaining themes of Health and Values. A full report is expected sometime in 2009.

Monday, February 25, 2008

Disney Fairies, On and Offline Play

So this year's American International Toy Fair has now come and gone, with plenty of noteworthy announcements to keep kids' media researchers busy for the next few months (at least!)...Including a number of new developments within the emerging virtual-to-real (or real-to-virtual) toy market, and some interesting news from Disney regarding its Disney Fairies franchise. As covered by Business Wire, Disney has partnered up with Techno Source to produce a line of "Clickables" toys that will tie-in to the Fairies website...soon to become a full-fledged "virtual world". As with other initiatives of this kind (BarbieGirls, Webkinz, be-bratz, etc.), the (stated) goal is "to extend" kids online play into offline playtime, and vice-versa. As Chris Heatherly, VP of Technology and Innovation at Disney Consumer Products, states (as quoted in the Business Wire article):
"The future of toys is about connecting online and offline play. Kids and tweens are quickly embracing virtual worlds and, while there are several Internet-related toys in the market today, the play ends when the computer gets shut down. With our new line of Disney Fairies toys featuring Clickables technology, we're bringing the fun of social networking, collecting, and trading into the real world so that girls can extend the fun of the enchanting online world of Pixie Hollow to school, the park, or wherever they may be."

And how do they plan to achieve this most holy of the holy grails of the children's industries (i.e. branded play)? By embedding, or "naturally aligning," the property within children's "existing play patterns"...and of course by offering "exclusive content" within the virtual world that kids won't be able to access without purchasing one (or all) of the associated products. According to the article, Disney also "hopes that by offering these Internet-connected toys that it will teach girls to share their Fairies and create friendships" - which we can also read as a hope that the "friendship bracelet" theme promoted by the toys will enhance viral marketing within peer groups. Thus, like BarbieGirls, Disney appears to be creating games and toys that more or less depend upon (or one could say exploit) real-life relationships by encouraging word-of-mouth marketing (by requiring that kids find a real-life friend to sign up if they want to access all the site's features, communicate more freely, etc.).

Here's a full list of the tie-in products released to date, courtesy of Gearlog (which you should definitely check out if you want to see some pics of the products themselves):
* Pixie Dust eJewelry Collection: a jewelry box, charm necklace, and three exclusive Disney Fairies charms powered by Clickables technology. When a girl touches a charm to the Clickables center of her jewelry box, it unlocks a unique fairy gift at www.PixieHollow.com, including exclusive clothing and décor.

* Tink Friendship eBracelets: a Fairy Friendship Kit where a girl can select her fairy avatar, a special message, and a gift on the virtual world, and then save it onto her eBracelet to be shared offline with friends. When a girl touches her band to her friend's and presses a button, her band will glow to confirm that a Fairy Friendship has been made!

* Tink's eCharm Bracelet: a customizable charm bracelet and three themed charms. Each charm unlocks a unique, exclusive fairy gift at www.PixieHollow.com.

* Fairy eCharms accessory packs: Each pack contains three themed Disney Fairies eCharms powered with Clickables technology.

* Tink and Friends Fly with Me eLCD: an electronic handheld with five games, letting girls play as their favorite Disney Fairies characters Tinker Bell, Fawn, Iridessa, Silvermist, or Rosetta no matter where they are. Best of all, points earned during gameplay are turned into exclusive Tink Points in the virtual world to use toward clothes or décor.

The toys will be launched to coincide with the release of the upcoming direct-to-DVD animated film based on the franchise, Tinker Bell (so...summer 2008?) and probably with the planned MMO expansion of the site (which will see Disney Fairies transform into Disney Fairies Pixie Hollow). With all this news, we've also been given some new stats on the Disney Fairies franchise, which is by all accounts mushrooming in popularity. According to corporate communication:

* The Disney Fairies site contains just under 5 million unique fairy avatars;

* It attracts 1 million unique visitors every month;

* In 2007 alone, the franchise generated more than $800 million in global retail sales from an array of "merchandise and lifestyle" products, including apparel, toys, electronics, home décor and stationery;

* The over 385 Disney Fairies books that have been published worldwide (in 51 countries) have sold nearly 9.5 million copies;

* Disney Fairies magazines have sold 6 million copies in 40 countries.

From what I've seen and read so far, the site (and/or its planned expansion) reproduces many of the same issues as other branded kids' games, including privacy/safety/freedom of expression trade-offs, cross-media (and cross-product) promotion (fostered through problematic strategies such as collectibles and viral marketing), and potential IP issues as well (depending on the levels of UGC enabled within the upcoming MMOG). That said, the site is a total blast to play and I'm really hoping (with fingers crossed) that the MMOG will maintain the playability and limited commercialization of Disney's Toontown. I'm not too convinced that this is likely, however, as the cross-promotional machine is already in full swing with this one...and even follows a pretty eerily accurate industry prediction made a couple of years ago.

In trying to describe the Disney Fairies franchise to a colleague earlier today, I found myself somewhat trapped in the very intertextuality upon which the brand was launched...the books, the website, now the toys and film, all part of a carefully rolled-out strategy, with no real originating text other than the minimally-defined Tinker Bell character (from Peter Pan and subsequent Disney usage) and some good ideas about character differentiation...mixed in with a few tried-and-true 'fantasy genre' motifs (e.g. elemental magic, etc.) and drawing upon a number of popular digital play forms (virtual paper dolls, MMOGs, etc.). Yet, although the brand is obviously completely embedded in its own cross-promotional synergy, it is this very dynamic that makes it more difficult to analyze than other games/media that start off as one thing, and then become more overtly commercialized through the insertion of third-party advertising or other marketing schemes. Sites/brands like Disney Fairies are tricky because they are -- from the get-go -- primarily promoting themselves...the brand's characters and themes, and consumption of the brand through a myriad of interconnected products, media, and play forms.

As a bit of an aside, I'm really starting to feel that we need a shared term to describe games and toys that converge on and offline play in this way. Suggestions?

For more coverage, check out Izzy Neis' post here, and keep an eye on her excellent and ongoing list of upcoming virtual worlds for kids.

Friday, February 22, 2008

Family Surveillance: Mobile Locators

It seems that news about new mobile locator technologies designed to help parents track their kids -- either via cell phones or some other device -- are being launched almost every other week these days. In the UK especially, news coverage of the devices and their potential "safety" value is frequent and fairly prominent. In a country where one third of under 10s allegedly have their own mobile phone, tacking on surveillance features may appear to be the intuitive next step in "remote parenting"...rather than hassle your kids with a phone call, just look up their GPS coordinates to make sure they are where they said they'd be, etc. Here are a few recent examples of mobile locators in the news:

From SourceWire, a new study by MobileLocators.com found that:
Fears about child abduction have left British mums and dads desperate to keep tabs on their youngsters – and as a result, nearly two thirds have invested in a mobile phone for their offspring.

But many parents are taking security a stage further – by turning to the very latest satellite spy technology to ensure the safety of their kids “on a day-to-day basis”.
[...]
Hundreds of mums and dads have already registered their children’s mobile phone numbers with the website http://www.mobilelocators.com to pinpoint the user’s exact location. And of the 2,100 people polled – two thirds said they would be happy to invest in the new software, no matter how intrusive.

According to the article, however, another third say they don't want their kids to become paranoid about being under constant surveillance, and question the ethics of these types of devices. Although the MobileLocators.com company head says that "concern for security outweighs the worry about the Big Brother phenomenon,” the fact that the survey also found that about a fifth of respondents would also want to use the technology to track their significant others, I'm not so sure that privacy issues are so easily dismissed.

In terms of interesting usage/family dynamics stats, the study also found that most kids get their first mobile phone at age 11 (20% vs. 16% at age ten, 14% at age 12, and 2% at age 4). Among the 43% of parents who wouldn't allow their child to have a mobile, most based this decision on the belief that "the child was “not old enough” to have one." Other reasons given were the fear that having a mobile would attract bullying or theft, that it would lead to text messaging "addictions," or it could cause a brain tumour. In keeping with the industry's emerging party line when it comes to kids and mobiles, however, MobileLocators.com suggests that not allowing kids a phone creates a "“massive” extra workload for security-conscious parents" - who now more than ever (?assuming an increase - not so sure about that) drive their kids around everywhere (20%), don't let their kids out after dark (12%), and get involved in "vetting" their child's friends (defined as "some"). In relaying these stats, however, the article fails to mention any age differences (for example, it's pretty likely the parents of any 4-year-old will drive them everywhere, mobile phone or no), differences over time, or whether these behaviours apply solely to parents who don't give their kids mobiles, or to parents generally. Needless to say, I detect a bit of fear mongering. Keep an attentive eye on the use of the term "peace of mind" within industry discourses and ads.

Case in point, a recent article in The Inquirer on a "Madeleine McCann effect" apparently taking place in the UK, linking the MobileLocators study to the recent high-profile child disappearance/kidnapping of Madeleine McCann. According this article, parents are buying phones for their kids at an increasingly young age in direct response. As for those that don't allow their kids to have a mobile, the reporter blames "that government boffin, Sir William Stewart, specifically advised parents not to give the phones to children under the age of eight." Yikes! Nevermind that a number of well respected medical associations have advised the same thing, or that the debates around mobile phones and health, mobile locators and privacy/surveillance, and even mobiles and safety are still very much in full swing.

The safety issue comes up again within another recent innovation -- mobile monitors. As reported by Actual Technology News Blog, "a handful of companies are rolling out software that they say lets parents monitor communications their kids are having on the phone and hopefully protect them from unwanted advances." Just like Internet filters before them, these products are being sold (or at least promoted) as solutions to new forms of wireless stranger danger:
"All the problems of the Internet are on the cell phone," said Bob Lotter, founder of Newport Beach, Calif.-based eAgency Mobile Solutions, which offers a cell phone monitoring service on mymobilewatchdog.com. "Cyber-bullying, unsolicited sexual advances and child pornography" are all happening on the mobile phone, he said.

While much of the attention is centered on predators using the Internet to stalk children, Lotter and other experts say cell phones are an ideal means for predators because parents often don’t check what’s going on with a child’s cell phone. It's also a device that is commonly used by children out of their parent’s watchful eye.

The article also includes the following quote, which I found particularly interesting:
According to Teri Schroeder, chief executive of iSafe.org, parents need to be aware of any two-way communications whether it's via the Internet or a cell phone. "They have to understand it's high-tech high-touch," she said, noting that text messaging is a "huge" means of communications and with things like global positioning systems built into the phone it's increasingly dangerous for children. "We now have a medium that's intimidating to the parent and challenging parenting skills," she said.

Schroeder's comments point to a pretty important and largely unspoken aspect of these mobile locators -- the lack of regulation and transparency about how the collected data is used, by whom, and what safety measures are applied to ensure that no one but the parent is able to track the kid's phone.

This leads me to another article, one which delves a little more deeply effectiveness issues of and begins to explore the impact they may have on family dynamics and "traditional" values such as honesty, responsibility and trust. It's from a story that was covered on Channel 9 WSYR news (in Syracuse) about the use of GPS locator technologies in the workplace. Perhaps because the topic is introduced in terms of adult employers tracking their adult employees, issues around privacy and the potential detrimental effects of being constantly surveilled are introduced immediately. Near the bottom of the article, the focus shifts onto parents using GPS to track their kids -- listing a number of such services, their cost and more "peace of mind" rhetoric, this time from Jack Pflanz of Sprint/Nextel. After introducing the state of the market, however, the story shifts again, this time placing the focus on one family that tried the technology and have since decided against it. Although definitely of the "human interest story" variety, this part of the article also functions quite effectively in reconnecting the parents/kids dimension of mobile locators back to the employer/employee tracking examined at the start of the article. Here's an excerpt:
Carl Loerzel gave his daughter what every teen wants: a cell phone; but then Carl told Brittany the cell phone plan would allow him to track her movements through GPS technology. "I thought about the mall trips, what if something happens, where is she."

Brittany didn’t think the technology was going to work, and would be able to do what ever she wanted. "That's not how it turned out." Brittany got caught in a lie at one point, caught being where she wasn’t supposed to be. "[My dad] knew exactly where I was; he picked me up, and brought me home. That didn't get me nowhere but grounded."

"I think she understood that, once we talked to her about it, once we got passed the yelling part of it," Carl said. Dad and daughter did a lot more talking following the incident. In fact, they've come to terms and have decided to give relying on talking and tender loving care, instead of GPS.

Brittany says she learned to be honest, and not lie. "If you lie, you're going to get in more trouble." Her dad says he now trusts his daughter a lot more.

Ok, so the way the story plays out, it does appear that having the GPS unit initiated better family communication, and so on, but I think that the important thing is that the family decided to go with honesty over tracking. I wish that the story had examined this change in opinion a little more in depth, but I suspect that it links up to some of the academic studies on parental monitoring, which argue that child disclosure is still the best way to keep track of your kids...Best in terms of the parent-child relationship, the likelihood that the child will engage in "delinquent" behaviour, and in terms of the amount and quality of information that the parent obtains about the kid when she/he is away from home.

In particular, I'm referring to two articles by Stattin and Kerr:
Stattin, HÃ¥kan and Margaret Kerr (2000). Parental Monitoring: A Reinterpretation. Child Development, Vol. 71, No. 4, pp. 1072-1085.

and

Kerr, Margaret and Hgakan Stattin (2000). What Parents Know, How They Know It, and Several Forms of Adolescent Adjustment: Further Support for a Reinterpretation of Monitoring. Developmental Psychology Vol. 36, No. 3, pp. 366-380.

Their exploration of family surveillance and parental knowledge of children's activities outside the home, have found that much of the information parents obtain about their child's whereabouts and activities come from the children themselves...and that child disclosure, as opposed to parental monitoring and control, is correlated to a number of pro-social variables (as described above -- better parent-child relationships, lower rates of delinquency, better informed parents, etc.), and is much more in line with children's participatory rights and right to privacy. As Stattin and Kerr (2000) describe:
"[H]igh parental knowledge was linked to multiple measures of good adjustment. But children's spontaneous disclosure of information explained more of these relations than parents' tracking and surveillance efforts did. Parents' control efforts were related to good adjustment only after the child's feelings of being controlled, which were linked to poor adjustment, were partialed out.

This has led them to conclude that:
"[T]racking and surveillance is not the best prescription for parental behavior and that a new prescription must rest on an understanding of the factors that determine child disclosure."

More to come!

Wednesday, February 20, 2008

Mobile Regulation: In the News

From the Times Online, some early coverage of an issue that appears to have come up quite a bit at the recent 2008 Mobile World Congress: how to protect kids from accessing innappropriate content on their mobiles. Of key concern at the congress and throughout industry discourses around this issue appears to be coming up with a "self-regulatory solution" before any form of new government regulation can be introduced. As seen last month in the UK, for example, where Ofcom and the Children's Charities' Coalition for Internet Safety (CHIS) announced their intention to review its industry's voluntary code of conduct for mobile content. According to the Times article:
A spokesman for Ofcom said: "To ensure that children continue to receive appropriate protection, Ofcom is working with the CHIS and the mobile operators to review the voluntary code of conduct for mobile content." A report is expected in the summer.

Mobile phone ownership among the young is common, with a million under-10s in the UK — one in three — now owning one, according to figures from mobileYouth, a research consultancy. Separate figures from Ofcom found that 32 per cent of children aged 8-11 regularly use a mobile.

The access that the latest phones provide to the internet — often away from parental supervision — was cited last year as an increasing concern in a report by the Child Exploitation and Online Protection Centre, a branch of the Serious Organised Crime Agency, which is dedicated to combating child abuse.

Flash forward a couple of weeks, to the Mobile Congress and the announcement that:
Europe's mobile phone operators are joining forces to obstruct access to child sexual abuse websites. Leading operators, including Vodafone, Orange and 3, will announce plans today to install technology in their networks that will bar access to thousands of blacklisted sites.

Efforts to ban access to these sites has focused on service providers such as BT, which offer internet services via personal computers, but with internet access increasingly becoming a standard feature on mobile phones, the phone operators are facing increased pressure to take action on their networks.

Under the scheme, which is being spearheaded by the GSMA, the mobile industry's global trade body, customers who, inadvertently or otherwise, try to access illegal sites will be directed to a police warning notice or will be presented with a message saying that the site is not available.

The participating companies will also provide hotlines for customers to report any child sexual abuse content discovered via their mobile phones.

The scheme is backed by Vivian Reding, the European Telecoms Commissioner.

An obvious preemptive move -- but what democratic process produced the "blacklisted" sites, I wonder, and how will the "technology" function...can it be customized, what are the defaults, and how (and by whom) were these decisions made?

Sunday, February 17, 2008

Barbie as Island Princess Rakes in the Awards at the 2007 Elans

Friday, February 15, marked the second annual Canadian Awards for the Electronic and Animated Arts, or Elans for short. This year's ceremony was hosted by Family Guy creator Seth MacFarlane (who also won for “Best International Animated Television Production"...for Family Guy), and -- according to the press release -- attracted studio reps and producers around the world. Like last year's inaugural ceremony (hosted by William Shatner), the event was held in Vancouver, my current home town as well as that of a large number of videogame production and design studios. You can read more about the awards, event, winners, on the Elans website. And here is the full list of winners in the Animation categories:
1. BEST FEATURE LENGTH ANIMATED PRODUCTION
Barbie as the Island Princess, Rainmaker Animation: Jennifer Twiner Mccarron

2. THE SEVEN GROUP AWARD FOR BEST ANIMATED PRODUCTION (Television Series)
Edgar & Ellen, Bardel Entertainment: Delna Bhesania, Barry Ward, Trish Lindsay, Barbara Ferro

3. BEST ANIMATED SHORT SUBJECT
Yellow Sticky Notes, Jeff Chiba Stearns

4. BEST DIRECTION in a FEATURE LENGTH ANIMATED PRODUCTION
Barbie as the Island Princess, Rainmaker Animation: Greg Richardson

5. BEST DIRECTION in an ANIMATED TELEVISION SERIES
Ruby Gloom: Venus de Gloomsville, Nelvana LTD: Robin Budd

6. BEST MALE VOICE OVER IN AN ANIMATED FEATURE OR TELEVISION PRODUCTION
Lee Tockar, George of the Jungle, Studio B

7. BEST FEMALE VOICE OVER IN AN ANIMATED FEATURE OR TELEVISION PRODUCTION
Marÿke Hendrikse, Johnny Test, Cookie Jar Entertainment

8. BEST ORIGINAL MUSICAL SCORE
Bruno and the Banana Bunch, Cuppa Coffee Studios: Adam Goddard

9. BEST STORYBOARDING
George of the Jungle: Naked Ape Man, Studio B: Dennis Crawford and Lyn Hart

10. BEST PRODUCTION DESIGN OR ART DIRECTION
Edgar & Ellen: Crushed, Bardel Entertainment: Greg Huculak and Zoe Evamy

11. BEST WRITING IN AN ANIMATED PRODUCTION
Storm Hawks, Nerd Corps Entertainment: Rob Hoegee

12. THE ELECTRONIC ART’S AWARD FOR BEST INTERNATIONAL ANIMATED PRODUCTION (Television Series)
Family Guy, Fuzzy Door Productions: Seth MacFarlane, David A. Goodman, Chris Sheridan, Danny Smith

13.THE INAUGURAL AWARD FOR BEST INTERNATIONAL ANIMATED PRODUCTION (Feature)
Bee Movie, Dreamworks Animation SKG

14. LIFETIME ACHIEVEMENT AWARD IN ANIMATION
Kai Pindal

Not a Persepolis or a Peter and the Wolf in sight! Shocking! Instead, big awards for Barbie as the Island Princess! Also Shocking! As far as feature films go, it seems that the winners in these categories were picked more for revenue generation than quality of animation..that, said, however, I've only ever seen clips of the Barbie film in question, so I shouldn't really judge it prematurely I suppose. Still...

However, I am really happy to see Edgar & Ellen and Ruby Gloom get some recognition, as both shows are pretty awesome and deserve some props for their (respective) original styles, themes and content.

The winners in the electronic game categories are much more predictable:
1. THE AUTODESK GAME OF THE YEAR
Mass Effect, Bioware/Microsoft Games BioWare

2. BEST CONSOLE GAME
Assassin’s Creed, Ubisoft Assassin's Creed Development Team

3. BEST PC GAME
Company of Heroes, Relic Entertainment: Ian Thomson

4. BEST NEW VIDEO GAME COMPANY
Tie between Blue Castle Games/Rob Barrett for The Bigs
Slant Six Games/Brian Thalken for Socom U.S. Navy Seals: Tactical Strike

5. BEST SOUND DESIGN IN VIDEO GAMING
Skate Electronic Arts, Audio Director: Lance Brown; Sound Designers: Francois Lafleur, Bryan Rennie, Sean Webster, Terry Fairfield

6. BEST ORIGINAL MUSICAL SCORE IN VIDEO GAMING
Assasins Creed Ubisoft Jesper Kyd

7. BEST CHARACTER IN VIDEO GAMING
Commander Shepard (Mass Effect), BioWare/Microsoft Games: Drew Karpyshyn

8. BEST ART DIRECTION IN VIDEO GAMING
Mass Effect, BioWare/Microsoft Games: Derek Watts

9. BEST HANDHELD GAME OF THE YEAR (psp, ds, etc...)
Socom U.S. Navy Seals: Tactical Strike, Slant Six Games: Brian Thalken

10. BEST GAME DESIGN OF THE YEAR
Mass Effect, BioWare/Microsoft Games: Preston Watamaniuk

11. BEST MOBILE/CASUAL/ARCADE GAME OF THE YEAR
Skate, Electronic Arts: David Manriquez

12. BEST WRITING FOR A GAME PRODUCTION
Mass Effect, BioWare/ Microsoft Games: Drew Karpyshyn

13. THE NOKIA AWARD FOR OUTSTANDING INNOVATION IN GAMING
Company of Heroes: Opposing Fronts, Relic Entertainment: Josh Mosqueira

14. THE ERNST & YOUNG AWARD FOR INTERNATIONAL VIDEO GAME OF THE YEAR
Crysis Crytek/Electronic Arts USA Cevat Yerli CEO, Crytek

15. VIDEO GAME HALL OF FAME
Don Mattrick

Very war-themed line-up...I was pretty surprised that Bioshock didn't get a single nod, or any of the Mario games, but I suspect that this event is slanted towards a very specific crowd and purpose within these overlapping industries. Puzzling indeed. And now I'm going to have to go out and rent Barbie as the Island Princess to see what all the fuss is about - *sigh*.

Friday, February 15, 2008

Sports in Canada on the Decline

Statistics Canada has just released its latest report on findings drawn from the General Social Survey (GSS) -- historical data which the governmental body is using to track Canadian trends in a variety of areas...including sports participation! The last report on sport participation in Canada was released in 1998, i.e. before obesity rates had reached crisis mode and before the term "sedentary lifestyle" became a buzz word, so this latest review is particularly important for identifying major problem areas in terms of obesity (and other health related) risk factors. The report focuses primarily on adults, comparing provincial rates and differences among different groups, including gender, age, and socio-economics. It does have a section on kids aged 5-15, however, which I'll summarize below. You can access the full report here. In the meantime, here are some highlights:
- Overall, Canadian participation in sports has declined from 45% in 1992 to 28% in 2005. In 1998, more than a third (34%) of the Canadian population aged 15 and over participated in sports on a regular basis...seven years later, this figure is down to about one quarter.

- Teens aged 15 to 18 have the highest sport participation rate. But even among teens, sports participation is declining, from 77% in 1992 to 59% in 2005. Conversely, Canadians aged 55+ had the lowest participation rate: 17%, down from 25% in 1992. Overall, the study found that as Canadian adults get older, their rate of participation in sport decreases.

- There's still a gender gap in sport participation - men participate more than women. While this gap is closing, it's not because more women are participating in sports, but rather that fewer men are. Whereas in 1998, 43% of men and 26% of women participated in sports, by 2005 the rates had declined to 36% of men and 21% of women.

- Participation in sport has declined in every province except PEI. The biggest drops were in Quebec (which used to led the nation with a rate of 38%) and British Columbia. Quebec has now dropped to 27, and Nova Scotia is now in the lead with over 32%, followed by Alberta with 30%. Newfoundland and Labrador had the lowest participation rate of 24%.

- Participation increases with education - the higher the level of education, the higher the rate/likelihood of sporting activity. E.g., Among Canadians aged 15+, those with a high school diploma or less participated in sport at a rate of 25%, those with a postsecondary diploma participated at a rate of 30%, and those with a university degree participated at a rate of 33%.

- And, as would logically follow from the above stat, those with higher income are more likely to participate in sports. The study reveals that "Income has a profound influence on sport participation. Sport participation increases as household income grows." Families with a household income of $80,000+ were twice as likely to participate in sports as those with household incomes of less than $30,000.

- Related to the finding about teens, students are the most active group in Canada. There were also decreases here, however, as participation rates dropped from 64% in 1998 to 51% in 2005. The rate was higher for male students at 59% (down from 76% in 1998).

- "Relaxation" was ranked the most important benefit of sport participation by 73% of active Canadians. Physical health and fitness came second with 68%.

- The study also examined people's reasons for not participating in sports, which differed by sex and age. Among males "lack of time" was given as the primary reason (34%) for non participation in sport, followed by "lack of interest" (23%). Among females, 28% cited lack of interest as the main reason, followed by lack of time (26%).

- Overall, 30% of all non-active Canadians reported "lack of time" as the main reason for not participating in sports, although this rate was higher among 25-to-34 year olds (45%). For older non-active Canadians (aged 55+), 28% cited "age" as the biggest factor for not participating in sport, followed by "health conditions" (25%) and "lack of interest" (25%).

- And, according to the data, "lack of time" is not just an excuse...the study found that among non-participants who gave "lack of time" as their main reason for not participating in sport had: less free time; worked more hours (spending nearly twice as much time on paid work as other non-participants); and spent less time on sleep, meals and other personal care than those who gave other reasons. "They also watched less television, socialized less and spent less time reading books, magazines and newspapers than other non-participants."

In terms of these last items, I think that it's pretty obvious that this "lack of time" dimension is also tied into income. However, the study also found that Canadians overall have less leisure time than we did a decade ago, declining 5% from 6.1 hours per day in 1998 to 5.8 hours per day in 2005...18 minutes less leisure time, which is significant when you consider the "30 minutes of physical activity per day" watermark for good health.

The study also has some great info about Canadian kids aged 5 to 14, including:
- Soccer is the number one sport of choice for Canadian children, among both boys and girls -- who now tie at the same participation rate of 44%. (Followed by ice hockey, swimming and baseball).

- Overall, boys are more actively involved in sport than girls = 55% vs. 44%. However, while boys' participate rate has decreased (from 59%) since 1998, girls have maintained the same level of participation.

- Household income continues to be a major determinant of sport participation for children. Only 43% of children from households in the lower income range (under $40,000) participate in sports, compared to 63% among children from households with incomes of over $80,000.

- Parents' sports participation remains a very significant determinant of children's sports participation. Participation rates among children with neither parent involved in sports is only 35%, compared to 57% if at least one parent is an active participant. Furthermore, when at least one parent participates in sports as an administrator, their children’s participation rates jump to 80%.

- Living in a single-parent household has almost no impact on children's sports participation rates (despite lower income averages among single-parent households, which I assume the study has controlled for in its data analysis). As the study describes, "Regardless of family structure, children of sport participants participate more in sport. It is also possible that parents of active kids tend to participate themselves."

Of course, the cross-comparisons and correlations examined in the report don't include things like media consumption or quality/quantity of in-school phys ed programs, but it's a good starting point for reflection about changing trends within Canadian/Western culture. I must also point out, however, that although I'm completely convinced that sports participation is decreasing, I think that we also need to question the way in which "sports" is defined within this survey -- taking note of those activities that have been excluded. For example, the study excludes dance, aerobics, jogging and many other physical activities with large proportions of female participants, which have instead been labeled as "leisure activities"...whereas activities such as bowling and canoeing are included. The emphasis in this study is on competitive, and usually team, sporting activities, which means that competitive martial arts such as karate are counted, but non-competitive forms such as kung fu are not. While this may not seem to be that big a deal, I think that the exclusion of female-dominated activities (such as dance) are particularly problematic. I would also recommend comparing some of these stats with an article written by Leanne C. Findlay and Dafna E. Kohen appearing in last year's issue of Pimatisiwin: A Journal of Aboriginal and Indigenous Community Health, which focuses specifically on sports participation among aboriginal children.

I'm sensing some rumblings on the Canadian policy front re: child obesity, and it will be interesting to see how this study factors in. In the meantime, here are links to some of the Canadian news coverage of the study:

Globe and Mail
Winnipeg Sun
CTV news
The Kingston Whig-Standard

You can also read the Stats Can press releasehere.

Monday, February 11, 2008

Vancouver Province Article on Virtual Worlds for Kids

Last week, I was interviewed by Lena Sin of the Vancouver Province about kids' online games, commercialization and market research. We had a nice long chat about the various issues that arise within children's gaming sites, a chunk of which is featured in Sin's article on virtual worlds for kids, which appears in today's issue. Here's an excerpt:
Sara Grimes, a PhD candidate at SFU whose research is centred on children's evolving relationship with new technology, said parents can easily be lulled into a sense of safety because media companies are careful not to raise red flags with violent or sexual content on children's sites.

"What they are doing is using this notion of a safe or fun area that's really kid-appropriate to advertise heavily and also conduct market research in almost every aspect of the sites," said Grimes.

Advertising and marketing techniques run the gamut of placing a simple ad on the screen -- which Webkinz did for the first time last October to much outcry -- to actually incorporating products into the game.

You can read the rest of the article here. Thanks to Lina for her clear and succint coverage of the topic, as well as her excellent summation of my comments...which I'm sure were actually much more rambling than they appear in the final text.